578 lines
22 KiB
C++
578 lines
22 KiB
C++
/****************************************************************************************
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Copyright (C) 2015 Autodesk, Inc.
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All rights reserved.
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Use of this software is subject to the terms of the Autodesk license agreement
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provided at the time of installation or download, or which otherwise accompanies
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this software in either electronic or hard copy form.
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****************************************************************************************/
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//! \file fbxtexture.h
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#ifndef _FBXSDK_SCENE_SHADING_TEXTURE_H_
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#define _FBXSDK_SCENE_SHADING_TEXTURE_H_
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#include <fbxsdk/fbxsdk_def.h>
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#include <fbxsdk/core/fbxobject.h>
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#include <fbxsdk/fbxsdk_nsbegin.h>
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/** This class is the base class for textures, ie classes FbxFileTexture, FbxLayeredTexture and FbxProceduralTexture.
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* It describes image mapping on top of a geometry.
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* \nosubgrouping
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*/
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class FBXSDK_DLL FbxTexture : public FbxObject
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{
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FBXSDK_OBJECT_DECLARE(FbxTexture, FbxObject);
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public:
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/**
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* \name Texture Properties
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*/
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//@{
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/** \enum EUnifiedMappingType Internal enum for texture mapping types.
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* Includes mapping types and planar mapping normal orientations.
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* Use SetMappingType(), GetMappingType(), SetPlanarMappingNormal()
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* and GetPlanarMappingNormal() to access these values.
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*/
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enum EUnifiedMappingType
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{
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eUMT_UV, //! Maps to EMappingType::eUV.
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eUMT_XY, //! Maps to EMappingType::ePlanar and EPlanarMappingNormal::ePlanarNormalZ.
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eUMT_YZ, //! Maps to EMappingType::ePlanar and EPlanarMappingNormal::ePlanarNormalX.
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eUMT_XZ, //! Maps to EMappingType::ePlanar and EPlanarMappingNormal::ePlanarNormalY.
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eUMT_SPHERICAL, //! Maps to EMappingType::eSpherical.
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eUMT_CYLINDRICAL, //! Maps to EMappingType::eCylindrical.
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eUMT_ENVIRONMENT, //! Maps to EMappingType::eEnvironment.
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eUMT_PROJECTION, //! Unused.
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eUMT_BOX, //! DEPRECATED! Maps to EMappingType::eBox.
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eUMT_FACE, //! DEPRECATED! Maps to EMappingType::eFace.
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eUMT_NO_MAPPING, //! Maps to EMappingType::eNull.
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};
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/** \enum ETextureUse6 Internal enum for texture usage.
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* For example, the texture might be used as a standard texture, as a shadow map, as a bump map, etc.
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* Use SetTextureUse() and GetTextureUse() to access these values.
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*/
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enum ETextureUse6
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{
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eTEXTURE_USE_6_STANDARD, //! Maps to ETextureUse::eStandard.
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eTEXTURE_USE_6_SPHERICAL_REFLEXION_MAP, //! Maps to ETextureUse::eSphericalReflectionMap.
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eTEXTURE_USE_6_SPHERE_REFLEXION_MAP, //! Maps to ETextureUse::eSphereReflectionMap.
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eTEXTURE_USE_6_SHADOW_MAP, //! Maps to ETextureUse::eShadowMap.
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eTEXTURE_USE_6_LIGHT_MAP, //! Maps to ETextureUse::eLightMap.
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eTEXTURE_USE_6_BUMP_NORMAL_MAP //! Maps to ETextureUse::eBumpNormalMap.
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};
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/** \enum EWrapMode Wrap modes.
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* Use SetWrapMode(), GetWrapModeU() and GetWrapModeV() to access these values.
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*/
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enum EWrapMode
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{
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eRepeat, //! Apply the texture over and over on the model's surface until the model is covered. This is the default setting.
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eClamp //! Apply the texture to a model only once, using the color at the ends of the texture as the "filter".
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};
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/** \enum EBlendMode Blend modes.
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*/
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enum EBlendMode
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{
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eTranslucent, //! The texture is transparent, depending on the Alpha settings.
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eAdditive, //! The color of the texture is added to the previous texture.
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eModulate, //! The color value of the texture is multiplied by the color values of all previous layers of texture.
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eModulate2, //! The color value of the texture is multiplied by two and then multiplied by the color values of all previous layers of texture.
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eOver //! The texture is opaque.
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};
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/** \enum EAlignMode Align indices for cropping.
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*/
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enum EAlignMode
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{
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eLeft, //! Left cropping.
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eRight, //! Right cropping.
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eTop, //! Top cropping.
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eBottom //! Bottom cropping.
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};
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/** \enum ECoordinates Texture coordinates.
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*/
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enum ECoordinates
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{
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eU, //! U axis.
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eV, //! V axis.
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eW //! W axis.
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};
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// Type description
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/** This property handles the use of textures.
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* Default value is eTEXTURE_USE_6_STANDARD.
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*/
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FbxPropertyT<ETextureUse6> TextureTypeUse;
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/** This property handles the default alpha value for textures.
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* Default value is 1.0
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*/
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FbxPropertyT<FbxDouble> Alpha;
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// Mapping information
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/** This property handles the texture mapping types.
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* Default value is eUMT_UV.
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*/
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FbxPropertyT<EUnifiedMappingType> CurrentMappingType;
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/** This property handles the texture wrap modes in U.
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* Default value is eRepeat.
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*/
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FbxPropertyT<EWrapMode> WrapModeU;
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/** This property handles the texture wrap modes in V.
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* Default value is eRepeat.
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*/
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FbxPropertyT<EWrapMode> WrapModeV;
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/** This property handles the swap UV flag.
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* If swap UV flag is enabled, the texture's width and height are swapped.
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* Default value is false.
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*/
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FbxPropertyT<FbxBool> UVSwap;
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/** This property handles the PremultiplyAlpha flag.
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* If PremultiplyAlpha flag is true, the R, G, and B components you store have already been multiplied in with the alpha.
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* Default value is true.
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*/
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FbxPropertyT<FbxBool> PremultiplyAlpha;
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// Texture positioning
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/** This property handles the default translation vector.
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* Default value is FbxDouble3(0.0,0.0,0.0).
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*/
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FbxPropertyT<FbxDouble3> Translation;
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/** This property handles the default rotation vector.
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* Default value is FbxDouble3(0.0,0.0,0.0).
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*/
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FbxPropertyT<FbxDouble3> Rotation;
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/** This property handles the default scale vector.
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* Default value is FbxDouble3(1.0,1.0,1.0).
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*/
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FbxPropertyT<FbxDouble3> Scaling;
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/** This property handles the rotation pivot vector.
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* Default value is FbxDouble3(0.0,0.0,0.0).
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*/
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FbxPropertyT<FbxDouble3> RotationPivot;
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/** This property handles the scaling pivot vector.
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* Default value is FbxDouble3(0.0,0.0,0.0).
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*/
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FbxPropertyT<FbxDouble3> ScalingPivot;
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// Blend mode
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/** This property handles the texture blend mode.
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* Default value is eAdditive.
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*/
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FbxPropertyT<EBlendMode> CurrentTextureBlendMode;
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// UV set to use.
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/** This property handles the use of UV sets.
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* Default value is "default".
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*/
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FbxPropertyT<FbxString> UVSet;
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/** This property only used by Vector Displacement Texture so it is not added to FbxTexture.
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* It is a dynamic enum property which has values : "World", "Object" and "Tangent"
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* Default value is "Object".
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*/
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static const char* sVectorSpace ;
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static const char* sVectorSpaceWorld ;
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static const char* sVectorSpaceObject ;
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static const char* sVectorSpaceTangent ;
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/** This property only used by Vector Displacement Texture so it is not added to FbxTexture.
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* It is a dynamic enum property which has values : "Floating-point Absolute" and "Signed Encoding"
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* Default value is "Floating-point Absolute".
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*/
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static const char* sVectorEncoding ;
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static const char* sVectorEncodingFP ;
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static const char* sVectorEncodingSE ;
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/** Resets the default texture values.
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*/
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virtual void Reset();
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/** Sets the swap UV flag.
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* \param pSwapUV Set to \c true if the swap UV flag is enabled.
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* \remarks If the swap UV flag is enabled, the texture's width and height are swapped.
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*/
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void SetSwapUV(bool pSwapUV);
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/** Returns the swap UV flag.
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* \return \c True if the swap UV flag is enabled.
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* \remarks If the swap UV flag is enabled, the texture's width and height are swapped.
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*/
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bool GetSwapUV() const;
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/** Sets the PremultiplyAlpha flag.
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* \param pPremultiplyAlpha Set to \c true if the method of storing alpha is PremultiplyAlpha.
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* \remarks If PremultiplyAlpha flag is true, the R, G, and B components you store have already been multiplied in with the alpha.
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*/
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void SetPremultiplyAlpha(bool pPremultiplyAlpha);
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/** Returns the PremultiplyAlpha flag.
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* \return \c True if the method of storing alpha is PremultiplyAlpha.
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* \remarks If PremultiplyAlpha flag is true, the R, G, and B components you store have already been multiplied in with the alpha.
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*/
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bool GetPremultiplyAlpha() const;
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/** \enum EAlphaSource Controls if the Alpha computation of the current texture comes from the Alpha channel, RGB Intensity channel, or if there is No Alpha.
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*/
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enum EAlphaSource
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{
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eNone, //! No Alpha.
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eRGBIntensity, //! RGB Intensity (computed).
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eBlack //! Alpha channel. Black is 100% transparency, white is opaque.
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};
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/** Sets the alpha source.
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* \param pAlphaSource The alpha source identifier.
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*/
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void SetAlphaSource(EAlphaSource pAlphaSource);
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/** Returns the alpha source.
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* \return The alpha source identifier for this texture.
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*/
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EAlphaSource GetAlphaSource() const;
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/** Sets cropping.
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* \param pLeft Left cropping value.
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* \param pTop Top cropping value.
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* \param pRight Right cropping value.
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* \param pBottom Bottom cropping value.
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* \remarks The defined rectangle is not checked for invalid values.
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* The caller must verify that the rectangle
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* is meaningful for this texture.
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*/
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void SetCropping(int pLeft, int pTop, int pRight, int pBottom);
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/** Returns left cropping.
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* \return The left side of the cropping rectangle.
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*/
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int GetCroppingLeft() const;
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/** Returns top cropping.
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* \return The top side of the cropping rectangle.
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*/
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int GetCroppingTop() const;
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/** Returns right cropping.
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* \return The right side of the cropping rectangle.
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*/
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int GetCroppingRight() const;
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/** Returns bottom cropping.
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* \return The bottom side of the cropping rectangle.
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*/
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int GetCroppingBottom() const;
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/** \enum EMappingType Texture mapping types.
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*/
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enum EMappingType
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{
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eNull, //! No texture mapping defined.
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ePlanar, //! Apply texture to the model viewed as a plane.
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eSpherical, //! Wrap texture around the model as if it was a sphere.
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eCylindrical, //! Wrap texture around the model as if it was a cylinder.
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eBox, //! Wrap texture around the model as if it was a box.
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eFace, //! Apply texture to the model viewed as a face.
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eUV, //! Apply texture to the model according to UVs.
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eEnvironment //! Texture is an environment map.
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};
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/** Sets the mapping type.
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* \param pMappingType The mapping type identifier.
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*/
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void SetMappingType(EMappingType pMappingType);
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/** Returns the mapping type.
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* \return The mapping type identifier.
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*/
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EMappingType GetMappingType() const;
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/** \enum EPlanarMappingNormal Planar mapping normal orientations.
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*/
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enum EPlanarMappingNormal
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{
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ePlanarNormalX, //! Normals are in the direction of the X axis, mapping plan is in the YZ axis.
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ePlanarNormalY, //! Normals are in the direction of the Y axis, mapping plan is in the XZ axis.
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ePlanarNormalZ //! Normals are in the direction of the Z axis, mapping plan is in the XY axis.
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};
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/** Sets the normal orientations for planar mapping.
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* \param pPlanarMappingNormal The identifier for planar mapping normal orientation.
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*/
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void SetPlanarMappingNormal(EPlanarMappingNormal pPlanarMappingNormal);
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/** Returns the normal orientations for planar mapping.
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* \return The identifier for planar mapping normal orientation.
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*/
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EPlanarMappingNormal GetPlanarMappingNormal() const;
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/** \enum ETextureUse Texture uses.
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*/
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enum ETextureUse
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{
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eStandard, //! Standard texture use (ex. image)
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eShadowMap, //! Shadow map
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eLightMap, //! Light map
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eSphericalReflectionMap, //! Spherical reflection map: Object reflects the contents of the scene
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eSphereReflectionMap, //! Sphere reflection map: Object reflects the contents of the scene from only one point of view
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eBumpNormalMap //! Bump map: Texture contains two direction vectors, that are used to convey relief in a texture.
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};
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/** Sets the texture use.
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* \param pTextureUse The texture use identifier.
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*/
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void SetTextureUse(ETextureUse pTextureUse);
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/** Returns the texture use.
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* \return The texture use identifier.
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*/
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ETextureUse GetTextureUse() const;
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/** Sets the U and V wrap mode.
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* \param pWrapU Wrap mode identifier.
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* \param pWrapV Wrap mode identifier.
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*/
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void SetWrapMode(EWrapMode pWrapU, EWrapMode pWrapV);
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/** Returns the U wrap mode.
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* \return U wrap mode identifier.
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*/
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EWrapMode GetWrapModeU() const;
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/** Returns the V wrap mode.
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* \return V wrap mode identifier.
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*/
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EWrapMode GetWrapModeV() const;
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/** Sets the blend mode.
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* \param pBlendMode Blend mode identifier.
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*/
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void SetBlendMode(EBlendMode pBlendMode);
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/** Returns the blend mode.
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* \return Blend mode identifier.
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*/
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EBlendMode GetBlendMode() const;
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//@}
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/**
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* \name Default Values Management By Vectors
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* This set of functions provides direct access to the default values in vector base.
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*/
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//@{
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/** Sets the default translation vector.
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* \param pT The first element is the U translation applied to
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* the texture. A displacement of one unit is equal to the texture
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* width after the U scaling is applied. The second element is the
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* V translation applied to the texture. A displacement of one unit is
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* equal to the texture height after the V scaling is applied.
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* The third and fourth elements have no effect on texture
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* translation.
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*/
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inline void SetDefaultT(const FbxVector4& pT) { Translation.Set( pT ); }
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/** Returns the default translation vector.
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* \param pT The first element is the U translation applied to
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* the texture. A displacement of one unit is equal to the texture
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* width after the U scaling is applied. The second element is the
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* V translation applied to the texture. A displacement of one unit is
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* equal to the texture height after the V scaling is applied.
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* The third and fourth elements have no effect on texture
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* translation.
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* \return The input parameter completed with appropriate data.
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*/
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FbxVector4& GetDefaultT(FbxVector4& pT) const;
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/** Sets the default rotation vector.
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* \param pR The first element is the texture rotation around the
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* U axis in degrees. The second element is the texture rotation
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* around the V axis in degrees. The third element is the texture
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* rotation around the W axis in degrees.
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* \remarks The W axis is oriented toward the result of the
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* vector product of the U and V axes that is W = U x V.
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*/
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inline void SetDefaultR(const FbxVector4& pR) { Rotation.Set( FbxDouble3(pR[0],pR[1],pR[2]) ); }
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/** Returns the default rotation vector.
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* \param pR First element is the texture rotation around the
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* U axis in degrees. Second element is the texture rotation
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* around the V axis in degrees. Third element is the texture
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* rotation around the W axis in degrees.
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* \return Input parameter filled with appropriate data.
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* \remarks The W axis is oriented towards the result of the
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* vector product of the U axis and V axis i.e. W = U x V.
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*/
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FbxVector4& GetDefaultR(FbxVector4& pR) const;
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/** Sets the default scale vector.
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* \param pS The first element is scale applied to the texture width.
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* The second element is scale applied to the texture height. The third
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* and fourth elements have no effect on the texture.
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* \remarks A scale value less than 1 stretches the texture.
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* A scale value greater than 1 compresses the texture.
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*/
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inline void SetDefaultS(const FbxVector4& pS) { Scaling.Set( FbxDouble3(pS[0],pS[1],pS[2]) ); }
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/** Returns the default scale vector.
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* \param pS The first element is scale applied to the texture width.
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* The second element is scale applied to the texture height. The third
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* and fourth elements have no effect on the texture.
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* \remarks A scale value less than 1 stretches the texture.
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* A scale value greater than 1 compresses the texture.
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*/
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FbxVector4& GetDefaultS(FbxVector4& pS) const;
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//@}
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/**
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* \name Default Alpha Value
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*/
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//@{
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/** Sets the default alpha.
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* \param pAlpha A value on a scale from 0 to 1, with 0 being transparent.
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*/
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void SetDefaultAlpha(double pAlpha);
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/** Returns the default alpha.
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* \return A value on a scale from 0 to 1, with 0 being transparent.
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*/
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double GetDefaultAlpha() const;
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//@}
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/**
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* \name Default Values Management By Numbers
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* This set of functions provides direct access to the default values in number base.
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* U, V and W coordinates are mapped to the X, Y and Z coordinates of the default vectors
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* found in the "Default Values By Vector" section.
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*/
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//@{
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/** Sets translation.
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* \param pU Horizontal translation applied to a texture. A displacement
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* of one unit is equal to the texture's width after applying U scaling.
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* \param pV Vertical translation applied to a texture. A displacement
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* of one unit is equal to the texture's height after applying V scaling.
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*/
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void SetTranslation(double pU,double pV);
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/** Returns translation applied to the texture width.
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* \remarks A displacement of one unit is equal to the texture's width
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* after applying U scaling.
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*/
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double GetTranslationU() const;
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/** Returns translation applied to the texture height.
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* \remarks A displacement of one unit is equal to the texture's height
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* after applying V scaling.
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*/
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double GetTranslationV() const;
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/** Sets rotation.
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* \param pU Texture rotation around the U axis in degrees.
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* \param pV Texture rotation around the V axis in degrees.
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* \param pW Texture rotation around the W axis in degrees.
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* \remarks The W axis is oriented toward the result of the vector product of
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* the U and V axes that is W = U x V.
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*/
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void SetRotation(double pU, double pV, double pW = 0.0);
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//! Returns the texture rotation around the U axis in degrees.
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double GetRotationU() const;
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//! Returns the texture rotation around the V axis in degrees.
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double GetRotationV() const;
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//! Returns the texture rotation around the W axis in degrees.
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double GetRotationW() const;
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/** Sets scale.
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* \param pU Scale applied to the texture width.
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* \param pV Scale applied to the texture height.
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* \remarks A scale value less than 1 stretches the texture.
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* A scale value greater than 1 compresses the texture.
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*/
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void SetScale(double pU,double pV);
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/** Returns scale applied to the texture width.
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* \remarks A scale value less than 1 stretches the texture.
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* A scale value greater than 1 compresses the texture.
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*/
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double GetScaleU() const;
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/** Returns scale applied to the texture height.
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* \remarks A scale value less than 1 stretches the texture.
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* A scale value greater than 1 compresses the texture.
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*/
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double GetScaleV() const;
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//@}
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/*****************************************************************************************************************************
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** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! **
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*****************************************************************************************************************************/
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#ifndef DOXYGEN_SHOULD_SKIP_THIS
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FbxObject& Copy(const FbxObject& pObject) override;
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bool operator==(FbxTexture const& pTexture) const;
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void SetUVTranslation(FbxVector2& pT);
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FbxVector2& GetUVTranslation();
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void SetUVScaling(FbxVector2& pS);
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FbxVector2& GetUVScaling();
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FbxString GetTextureType();
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protected:
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void Construct(const FbxObject* pFrom) override;
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void ConstructProperties(bool pForceSet) override;
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bool PropertyNotify(EPropertyNotifyType pType, FbxProperty& pProperty) override;
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void Init();
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int mCropping[4]; // not a prop
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EAlphaSource mAlphaSource; // now unused in MB (always set to None); not a prop
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EMappingType mMappingType; // CurrentMappingType
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EPlanarMappingNormal mPlanarMappingNormal; // CurrentMappingType
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// Unsupported parameters in the FBX SDK, these are declared but not accessible.
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// They are used to keep imported and exported data identical.
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FbxVector2 mUVScaling; // not a prop
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FbxVector2 mUVTranslation; // not a prop
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#endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/
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};
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inline EFbxType FbxTypeOf(const FbxTexture::EUnifiedMappingType&){ return eFbxEnum; }
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inline EFbxType FbxTypeOf(const FbxTexture::ETextureUse6&){ return eFbxEnum; }
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inline EFbxType FbxTypeOf(const FbxTexture::EWrapMode&){ return eFbxEnum; }
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inline EFbxType FbxTypeOf(const FbxTexture::EBlendMode&){ return eFbxEnum; }
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#include <fbxsdk/fbxsdk_nsend.h>
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#endif /* _FBXSDK_SCENE_SHADING_TEXTURE_H_ */
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